Contents

Step 1: Initiative

First of all, everyone that can act in the turn rolls their initiative. The initiative is the amount of activity a character is allowed to take in the time frame of the combat turn. The higher the initiative roll, the more actions a person can perform.

Step 2: Initiative Phase

The person with the highest initiative takes the first 'round'. Such a round, until the next person's round, is called an Initiative Phase. An Initiative Phase is worth 10 of your initiative. The 10 is removed from your Initiative after one full turn.

Action

Amount of 'Free Actions'

Cost as Interruption

Free Action

1

5

Simple Action

2

10

Complex Action

4

10

Full-Turn Action

5

15

A person has 4 Free Actions for their disposal in an Initiative Phase OR a Full-Turn Action. The 4 Free Actions can be freely distributed in Free, Simple (sometimes also called Standard Action) or Complex Actions.

Step 3: Movement

A Movement Action is an action that can be used prior to any offensive actions. The rate of movement a character can partake in their Initiative Phase is calculated by the character's Dexterity.

A character can also choose to sprint as a Full-Round Action moving at up to twice his speed plus the number of successes he scored on his Run Check in meters.

There are three ways a person may move; walk, run and sprint. The maximum distance to walk is (DEX x 2), the distance to run is (DEX x 4) and sprinting is (DEX x 4) + Successes in Run. Each of these distances is considered the maximum movement a person may move during an Initiative Phase.

Walking usually does not induce a penalty on the player, while running penalizes the character by 6 dices for their actions after the running.

Step 4: Combat

A Combat Action (or Attack Action) is a Simple Action that finishes an Initiative Phase. You cannot attack prior to any Movement Action or other non-offensive actions, due to the character preparing the strike. The Battle Spirit Expansion changes this rule slightly.

Attacking the same target in a row without the target having a chance to act itself will reduce its chance in defending by reducing the Dodge dices per attack. Each consecutive attack reduces the Dodge dices and stacks with the rest of the attacks. The penalties are lost once the target acts in any turn again. Interruptions do not refresh the counter.

Attack

Dice Penalty

1

1

2

3

3

6

4

10

5

15

6

21

Step 5: Interruptions

Sometimes you want to perform before you have acted in a turn. In such a case, people may give up their initiative for the turn by performing an interruption, depending on the action. You can only use ONE interruption action.